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  1. #1
    Player
    Yuri_Hyuga's Avatar
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    May 2015
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    Character
    Yuri Hyuga
    World
    Coeurl
    Main Class
    Pugilist Lv 50

    Extreme 4 & Savage 24 please :)

    DISCLAIMER: This would be OPTIONAL CONTENT & identical in design (minus mechanics) to prior dungeons so no player who doesn't wish such a challenge would be left out from experiencing the dungeons themselves.

    I feel like this game is very lacking in challenge for both smaller & larger groups.

    So much potential to create very difficult dungeons but since they attempt to cater to players of every skill level, they fall short. Same goes for the Crystal Tower 24 Person Raids. At least, while they're relevant, they're somewhat hard but still very mechanically simple for the most part (dodge, dps check, dodge, stack, repeat).

    It's simple... please infuse the dungeons & 24 man raids with some more complex or layered mechanics (along with adding some to the mob groups)... give dyeable versions of their gear drops that're a bit higher in ilvl.

    There's a problem when you have such a big playerbase & there's a rift among players who want challenge vs. easing of content. Naturally, you'll always go for easing to assist players in accomplishing or progressing content to maintain interest for them. This however gives midcore players the shaft.

    It also gives the shaft to players who enjoy a challenge but prefer to roll in smaller groups (or have trouble scheduling 8 ppl to raid consistently) or have very large FC's.

    And no, merely wearing the weakest allowable gear is no good solution. For seasoned MMO players, the skills required are often on auto-pilot even in minimal loot as most of the contents are too mechanically simple. Statistical difficulty needs to go in conjunction with mechanical complexity, one or the other alone is insufficient for a rich challenge. It should be said, I think a strict (harsh) ilvl sync would benefit this format well.

    Having normal & savage 8 person raids is a step, but it needs to be applied to 4/24 person as well.

    Please tell us you've already done this for HW or plan to do so soon(tm)!

    To facilitate this discussion, please share your ideas for Extreme v's of your favorite Dungeon Bosses!

    Quote Originally Posted by MilesSaintboroguh View Post
    You seen what happens when you try to force people to do something harder, see Steps of Faith.
    This would be optional. This' a compromise to the nerfing of contents as it'd be a copy of the lesser difficult dungeons.

    People who don't wish for harder content would have zero interest in this besides for completionist purposes (which those people would need to beat Savage SCOB anyway) or to obtain a dyeable set of dungeon armor they enjoy (if Yoshi went this route). These dyeable sets could even unlock through Hunts later on for all I care.

    The goal here is optionally more difficult encounters.

    The problem of ppl whining is Yoshi didn't implement enough difficulty tiers to satisfy the playerbase to begin with.

    This' a solution to that. Win win.

    Only reasons more difficult content didn't work in the past:

    1) forced to complete MSQ (Steps of Faith)

    2) significant plot gating (Binding Coil + Steps of Faith)

    3a) imbalance to like contents (pre-nerf Pharos, much harder than it's intended-to-be, equal tiered counterparts but provides equivalent rewards... also, broke precedent for difficulty of prior or future contents of such a type)

    3b) inappropriate challenge:reward ratio (pre-nerf Pharos, for its challenge, didn't provide incentive to be worthwhile to players)
    (12)
    Last edited by Yuri_Hyuga; 06-02-2015 at 03:54 AM.

  2. #2
    Player
    Yuri_Hyuga's Avatar
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    May 2015
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    Character
    Yuri Hyuga
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    Coeurl
    Main Class
    Pugilist Lv 50
    I'll kick it off, Qarn HM Final Boss EXTREME:

    New Mummy Marching patterns (diagonals, criss-cross, X, etc.). Now nonstop.

    After 50%, they produce quicker & march faster.

    Now to where they'll even overlap cross-wise!

    The player mummy's now lock-on to a victim & chase them instead.

    After 50%, he now periodically forces two players to become mummy's instead of 1.

    One is always a DPS, the other always either the tank of healer (perhaps alternating).
    (1)
    Last edited by Yuri_Hyuga; 06-01-2015 at 11:39 PM.

  3. #3
    Player
    loldrg's Avatar
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    Oct 2013
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    Character
    Lol Drg
    World
    Sephirot
    Main Class
    Marauder Lv 30
    CT was originally slated for 2.0 release but was deemed too difficult for an uncoordinated DF group so it was delayed until 2.1 so they could rebalance it. So theoretically they have at least 1 'savage' 24man ready to go, unless they 'lost' the original files like why we can't have first coil savage. Yoshida has also said in a PAX interview (iirc) that they have always started with a 'savage' mode of at least extreme primals and then tune it down for normal/story modes so this really shouldn't be that big of an issue assuming they do the same with all the other content (savage scob makes it clear that they probably do). He has also said that he doesn't find 4 man 'raid' content particularly interesting since it couldn't have much depth and would force an optimal composition much more than an 8 man raid does which would lead to player exclusion based on role which is something he wants to avoid.

    I think a lot of XI players (at least) would also appreciate an Ark Angel type encounter where a 24 man group would have to fight 6 primals at once as a 'savage' encounter necessitating splitting up into 6 4man groups or having a tank and 1-2 healers hold each primal while the rest of the group burns them down in some order that is either pre-determined based on instant wipe mechanics (like T8 towers) or in an order that avoids stacking conflicting mechanics that would kill people. Granted this would probably be really hard to implement with the whole circle arena philosophy if they're to maintain the Titan/Leviathan knock off mechanics or Shiva's frozen floor / ice jail.
    (1)
    Last edited by loldrg; 06-01-2015 at 11:46 PM.

  4. #4
    Player
    Saccharin's Avatar
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    Aug 2013
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    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Net code and 2.5 sec base global makes it hard to have fully hardcore content.
    (1)

  5. #5
    Player
    Yuri_Hyuga's Avatar
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    Yuri Hyuga
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    Coeurl
    Main Class
    Pugilist Lv 50
    Sure, 4 man "raids" couldn't be near to the complexity of 8 man variants (have to account for fewer net APM & spatial coverage)...

    But I don't think that's a fair enough reason to exclude them.

    The tight-knit small group synergy can be very fun & it gives lesser #'s who enjoy a challenge something more to do during off-time from raids.

    Besides, these would be very easy to implement compared to other contents.

    Slap an ilvl increase on the gear & boost/multiply some preexisting mechanics for the most part.

    They wouldn't need to go the whole route of hugely altering the dungeons like the Norm>Hard diff. transitions.

    If we want lore explanation, they could be "Minstrel's Ballad: Qarn (hard)," where the Minstrel remembers the encounters we had as way more epic than they actually were lol.

    Quote Originally Posted by Saccharin View Post
    Net code and 2.5 sec base global makes it hard to have fully hardcore content.
    Apparently they are increasing the pace of combat significantly in Heavensward. Can't say if they'll be reducing the base GCD but it sounds like they might (and they really should). Besides, we'll have loads more skill/spell speed in i170~ & more TP regenerators than ever (plus, sspeed is being enhanced somehow too... hopeful this means faster TP ticks passively).
    (1)
    Last edited by Yuri_Hyuga; 06-02-2015 at 01:11 AM.

  6. #6
    Player
    Saccharin's Avatar
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    Aug 2013
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    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Yuri_Hyuga View Post
    SApparently they are increasing the pace of combat significantly in Heavensward. Can't say if they'll be reducing the base GCD but it sounds like they might (and they really should). Besides, we'll have loads more skill/spell speed in i170~ & more TP regenerators than ever (plus, sspeed is being enhanced somehow too... hopeful this means faster TP ticks passively).
    usually MMOS like this increase the required combat rating require to have the same effect when you level. I do remember being told that speed stat will be more important but we've had nothing recent. The planned EU servers will help European players greatly.
    (0)

  7. #7
    Player
    Yuri_Hyuga's Avatar
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    May 2015
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    Yuri Hyuga
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    Coeurl
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    Pugilist Lv 50
    Quote Originally Posted by Saccharin View Post
    usually MMOS like this increase the required combat rating require to have the same effect when you level. I do remember being told that speed stat will be more important but we've had nothing recent. The planned EU servers will help European players greatly.
    Fair point. They did however recently reiterate that the pace of game-play would be increased significantly in interview(s). So I guess we'll just have to wait & see!

    Either way, APM isn't the only way to deal with mechanics.
    (0)

  8. #8
    Player MilesSaintboroguh's Avatar
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    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    You seen what happens when you try to force people to do something harder, see Steps of Faith.
    (4)

  9. #9
    Player
    Yuri_Hyuga's Avatar
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    May 2015
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    Character
    Yuri Hyuga
    World
    Coeurl
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by MilesSaintboroguh View Post
    You seen what happens when you try to force people to do something harder, see Steps of Faith.
    This would be optional. This' a compromise to the nerfing of contents as it'd be a copy of the lesser difficult dungeons.

    People who don't wish for harder content would have zero interest in this besides for completionist purposes (which those people would need to beat Savage SCOB anyway) or to obtain a dyeable set of dungeon armor they enjoy (if Yoshi went this route). These dyeable sets could even unlock through Hunts later on for all I care.

    The goal here is optionally more difficult encounters.

    The problem of ppl whining is Yoshi didn't implement enough difficulty tiers to satisfy the playerbase to begin with.

    This' a solution to that. Win win.

    Only reasons more difficult content didn't work in the past:

    1) forced to complete MSQ (Steps of Faith)

    2) significant plot gating (Binding Coil + Steps of Faith)

    3a) imbalance to like contents (pre-nerf Pharos, much harder than it's intended-to-be, equal tiered counterparts but provides equivalent rewards... also, broke precedent for difficulty of prior or future contents of such a type)

    3b) inappropriate challenge:reward ratio (pre-nerf Pharos, for its challenge, didn't provide incentive to be worthwhile to players)
    (2)
    Last edited by Yuri_Hyuga; 06-02-2015 at 01:24 AM.

  10. 06-10-2015 10:19 PM

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